Loading...
  OR  Zero-K Name:    Password:   

[balance] Where Are We Going With This?

16 posts, 245 views
Post comment
Filter:    Player:  
sort
15 hours ago
Hi All,

I have really debated about making this post for awhile, but I think with the recent rework of Dante, combined with the last few balance patches and (really since) the addition of Magpie, Odin, and Lobster I feel like we are entering a slippery slope in terms of making changes to the game, and I feel like there has been a relative lack of transparency regarding real reasons (if they are present) for some of the changes recently and just a general feeling that we are slowly sliding down a hill from what was OG Zero-K into some other game.

This is gonna be a very long read, so strap in and (don't) enjoy the slide.

Timeline

So, all of the events we are going to talk about in this thread begin with the addition of Lobster, so here is a brief timeline if you weren't around yet:

  • Lobster gets added. Immediately influences meta in direction of scallop ball/related strategies.

  • Some Lobster nerfs occur.

  • A long time after this, we get Bolas.

  • Lobster is still getting nerfed, Bolas gets nerfed.

  • A long time after this, we get Magpie and Odin.

  • Magpie, Bolas, and Lobster are getting nerfed (still).

  • Dante rework

(side note; Lobster is 8 years old!)






As we can see from this extremely general timeline, we end up spending years fixing game balance after each new unit is released. Why is that? And why do we have new units in the first place? I suspect it is a result of a few different factors:

- First and foremost, the changing demands of the playerbase

- Second, as a result of poor or non-existent balancing standards

- Third, potentially as a byproducting of adjusting the game when no adjustment was needed, or as a result of developer boredom

I will attempt to go into each one of these in depth below.




Player Demands

Without players, there is no reason to develop a game. After all, who will show up to play it? There's no point in developing it with players, but this comes with the added fact that you must balance your game to appeal to players, and what they want out of the game at that point in time. Most of the time when you are trying to balance a game, the players will steer you in a generally correct direction, but what happens when they don't?

Prior to 8 years ago, amph didn't have anything it could really call an artillery unit. And, to be honest, it still really doesn't have one today - instead, it got an pseudo-artillery movement tool which is the Lobster. And, while cool and funky and unique and all that stuff, we need to consider that when players ask for stuff like giving a factory an artillery unit, we should either incorporate it traditionally or not incorporate it at all.

In Zero-K, as most of you probably know, we have a few forms of movement:

  • ground/sea movement

  • flying

  • being picked up and flown

  • (RIP) surfboard

(I won't include djinn here since you have to set it up with ground or air movement)

Essentially, if you want a ground unit to get over somewhere, you gotta either walk it there, or you have to have a air transport fly it over, giving it the chance to be shot at by AA. Zero-K is not a game that encourages neutral skips - if you want to force advantage state, you need to move there to do it. You can move forward with gimmicks, but you'd still be walking, and you'd run the danger of either being decloaked or your shields running out on the approach.

Lobster upon it's release changed up this formula by providing a new form of movement - throwing units at the opponent. This was essentially the instant overhead of Zero-K for awhile and even had tech like space lobster chaining before it got so out of hand it was nerfed back to earth (literally). However, even now, it is still very strong after multiple nerfs, and still makes scallop ball viable, and is used as a support option for a variety of compositions. It could probably be said that this is probably not what a majority of people were expecting when the playerbase was talking about a artillery unit for the amph factory,

In this case, a cool idea due to the desires of the playerbase inspired a unit with such a drastic game warping impact that it still skews balance to this day, and we still have to spend time complaining about it. Prior to recent nerfs it was essentially an unreactable approach option (not considering very specific micro) and absolutely could have been said to be meta breaking. This is exhibit A of why we do not add units to a game we are already trying to balance. Even if we could say that it was trying to even out factory capabilities by adding a artillery unit, it was so far off the beaten path that it is genuinely impossible to see how this could have been expected to not have game warping implications upon release. Ultimately, the game probably would have been easier to balance without its addition, or with a more orthodox unit in its slot.


Poor Balance Standards or Procedures

In Zero-K, due to the nature of being balanced by (what are essentially) community members, we lack some of the professional QA and testing procedures and ability that other larger games may get to utilize before making large scale changes. This is somewhat inevitable, as there is no studio behind Zero-K, but in this case it is even more important for us to consider changes and give them a test to be thoroughly tested by the community before making changes that drastically alter the play experience. It is also vital that we provide thorough documentation and data for changes, although in practice until now this has rarely happened (as even antihype is not particularly used for statistical data to back up changes). For this, I would like to present two case studies: The past case of Magpie, and and the current case of Dante.

Magpie is probably one of the most talked about units in the game in recent years. While never actually in a state where it could be considered "good" by many players, it was seen quite often in Teams All Welcome, and this probably contributed to a situation where it seemed like a much larger problem than it actually was. After being endlessly (and I mean endlessly, to the point where it was virtually talked about every day) discussed, the devs decided that the following changes would bring it into line:

  • Cost 220 -> 210
  • Health 900 -> 740

So generally with changes like these that we tend to see in RTS games, and in some games no matter what genre where damage efficiency is related to health, we would expect to see (based on the health decrease) around a 5% reduction in HP, which would bring it down to about 855. However as we can clearly see, the devs for some reason have decided to go with a 18% reduction. So at this point, we have a pretty middling unit receiving a skewed sidegrade. Now, there could have been many reasons for this, but at this point:

  • The official side notes do not publish any real breakpoints in terms of damage to justify the specific HP point that they nerfed magpie to,

  • Multiple people have said when asked about data to back up the nerf that "it was boring/lame, so we nerfed it" without providing further data,

  • and the new design was not released in a snapshot or any other release where it could be tested ahead of time, so apart from internal testing there was no documented data from tests to back it up either.

Taking into account that it wasn't all that useful besides a handful of players managing to find mild success with it in large teams, its pretty baffling that Magpie would receive a nerf of such magnitude when apparently the idea with the nerf was to start guiding the unit towards a redesign. But if a redesign was the original reason for the nerf, why not create and test a redesign in a snapshot first before actually committing to a change? Due to a lack of standards or procedure for balancing, the devs ultimately ended up rushing a change, perhaps in response to community sentiment, that guttered a unit while not redesigning or reworking it in any meaningful way.

Let's take a break here and talk about ways in which we can meaningfully and practically test and measure the effects of changes before they impact the main game across all formats. Ideally, the best way to test changes is laid on top of the base game in isolation. For example, for Magpie if we wanted to test that balance change before fully committing, we could have made a snapshot with only that change in it, let TAW use it for a month or so, and then look at the data afterwards from that change specifically. This ensures a few things:

  • We can view the change in isolation so there are no other variable changes besides the control (base game)

  • Instead of viewing balance in context of a patch full of changes, this lets us view changes without background noise and measure data so we can get an accurate read on how the unit is doing

Although time consuming, without a dedicated internal testing team this is the best solution for the game so that developers do not commit changes that are too severe and cannot be reverted easily. Additionally, it would also be better if for patch notes or proposed changes that we would do more community polls and publish more data with the notes in relation to breakpoints, other relevant data, and such.

Now for our other case study: Dante.

Dante was recently reworked from being a skirmisher strider with some up close capability into a more tanky brawler with more HP, but lesser range. The change is new enough to where no one can say whether its good or bad yet, but it does seem like the change helps to align the unit in a more riot-esque perspective which is presumably the tag that the unit was originally designed under. The problems in this case arise not from the actual change itself (yet), but the way that the change was formulated and how it shipped.

A lot of people who have played the game recently have probably at some point or another ran into or played DErankStiofanKingofAwoo 's boatcars mod. It has some interesting ideas, and the balance is somewhat iffy because it decided to tweak the entire game rather than just a new factory, but that is my opinion and not really the point of this document. The current Dante change originated in this mod, and while it did have some minor testing, beyond that there were a multitude of issues concerning its release:

  • The unit's testing base has a rather small amount of total games, and even fewer unique players have played it in order to gather testing data (compared to larger lobbies recently running such as Palladium, TAW, or FFA)

  • The unit was balanced under a modified context that modified large parts of the base game and added a factory, which would invalidate testing data as the control has been modified

  • The unit in of itself potentially didn't need a rework at all as not that many people were complaining about it and this may be an instance of "developer boredom", as discussed in the next section

  • Due to the small game count and low amount of community exposure the change had prior to release it may have surprised a large amount of the playerbase, which could lead to community discontentment

  • There was no published data to back changes up that were made to Dante, which likely points to purely opinionated reasoning being used to justify the change

To be clear - I am not saying that we never need to touch a unit again balance wise, or never rework them, or even never incorporate new content from mods - but we need developers to be more clear about the reasoning and data behind why changes are justified and provide more time and opportunity for community testing for the main game with changes isolated (such as a snapshot for TAW for a given period of time). If we had more clear guidelines and standards regarding such changes I do not think we would have either changed in the first place or would be hearing complaints about units such as Magpie and Dante.




Developer Boredom and Why Sometimes We Just Shouldn't Touch Things

There is a phenomenon in game design and development that I personally like to refer to as "Developer Boredom". It is a little generalist, but I think it does a good job at describing a phenomenon regarding balancing that we have began to see a lot lately across multiple genres, and I think that it is especially a product of our current era in gaming (that is to say, games or software as a service (SaaS)).

Developer boredom, shortly put, is when developers of a given game decide amongst themselves that something needs to be changed, but may not have any current strong community sentiment to base a change off of. For example, Lobster in the past has been consistent game warping in ways that are unpopular, so it has always made sense from a developer perspective (for the sake of game health) to focus on fixing Lobsters strength, and the same goes for a lot of units that have been considered either overpowered or popular over the course of the game.

However, we sometimes see some occurrences where developers decide to make a change or add units (such as the addition of Magpie or Odin or the Dante rework) that do just tend to show up out of the blue and affect game balance but really didn't have any obvious signs on the front end that they were going to happen. Then, we tend to end up in situations where we did not carefully consider the effects of these units on the game, people either love or hate the unit in question, and then when they must be inevitably changed, reworked, etc. at a later point in time, we end up with people upset. This is not to say that developers can never surprise players with a new unit or something, but in the context of community-ran games like Zero-K where we don't have a dedicated internal balance team of more than maybe just a few core devs, it could be said to be obvious that we should likely prioritize safely adjusting the game with minimal surprises rather than trying to be fancy with cool stuff. For those of you in the FGC - SF3 and SSBU haven't gotten a patch in over 20 years, and they're just all the better for it.

In a world where we can always change something, it may be tempting for all of us to adapt a mindset of "lets just put this out there and fix it later," and it feels like a majority of game developers in the current era have decided to think like this in terms of their patch structure and balancing. However, as a community, I think personally that it is integral to the continued survival of our game to encourage safety at all costs, rather than attempting to get everything we want. Some of us may have to live with the way the game is for a long time, and maybe that's fine. Looking back at the history of the SpringRTS/Recoil engine and it's games too should give us caution - we are one of the two games ever out of that engine to have major success, and we should be extremely careful not to give ourselves any reasons to lose players at any point. BAR has balancing and development issues galore because of their hurried and messy development - let us learn from them, and not become like them.

I'm sure you are all tired of reading by this point. Congrats for making it to the end! If you have questions or need clarifying examples, please comment below. I will generally not respond to opinionated statements, unless those opinions have some statistical data backing them.
+2 / -0
I think people are making a mountain out of a molehill.

I think it's cool that the developers add new units to spice up the game. I understand it's going to slightly reduce the balance, but I'm okay with that because the vast majority of players are not good enough to be impacted.

I don't mind the meta being broken. Zero-k is still the same game, with the same principles, the same promises, and the same kind of fun. We changed the details and I think that's a nice breath of fresh air

I just don't see why this is an issue. Frankly, I'd hate the alternative. Lobster is a cool unit, something that I think embodies the spirit of zk. Is it a bit OP? sure. Did it destroy the meta that came before? in some small way, yeah. But we'd never have gotten lobster if the devs weren't willing to make that leap of faith.
+7 / -0

15 hours ago
Sorry but I don't think we should leave the game's balance in the same way for in indefinite amount of time. People will naturally want change as people discover new ways to play and break the mold for what ever the "meta" is. Lobster/magpie/odin don't change that fact they just add more life into the game.

I'm moreso leaning in the opposite direction of what your post is about, I want there to be more balance changes, I want more units to break the meta and change things up, I don't want to play the same 11 factories in the same way forever.

+6 / -0

15 hours ago
Qrow, I know you are biased towards magpie, but I agree with the devs on that change. Prior to the nerf magpie was beating ground aa threshers in terms cost/value killed. There was a breakpoint after >3 thresher in a location, but before that magpie didn’t respect the threat. Speaking in general terms for myself, I like balancing changes. I enjoy adapting my gameplay.
+3 / -0
To be fair on my stance on Magpie - since researching writing this and thinking about it more, my official stance is that Odin and Magpie should not be present in ZK. Don't care about balance, they gotta go.

This also goes for all the other comments before this - those who complain about balance and post release tweaking are missing the point here - content and new units that do not respect core ZK fundamentals or aren't properly tested prior to release with sufficient data backing it up also gotta go. Shouldn't have been in the game to begin with.

As for my personal views - I like my games having optimal solved routing that I can memorize complex trees of, not having to swing wildly at my opponent in a different way if a unit randomly gets changed.
+0 / -0
It's interesting how this kind of engagement is created. Some in the ZK community go through the effort to write these essays about specific quirks of balance.

Balance in these games is more flexible than I thought years ago. Seems relative success in games is due to balance being decent enough and community culture that accepts things whether they change or not. OP stuff bends the metagame but may still be kept in check by counters and UP stuff may still be competitive in niches.

Being on the receiving end of magpies, they felt relatively difficult to kill, but relatively low impact/cost until they snowballed. The change probably tried to mitigate these issues.

As air user i'd generally rather have a few harpies for early harassment and counter raiding or more cost and slot effective bombers for bombing. Rarely tried to use magpies, though.
+3 / -0
13 hours ago
quote:

As for my personal views - I like my games having optimal solved routing that I can memorize complex trees of, not having to swing wildly at my opponent in a different way if a unit randomly gets changed.


That's perfectly fine, there's nothing wrong with that, but it's just presumably not what AUrankAdminGoogleFrog wants for the game, and it's presumably not what most people want from the game.

Zero-k doesn't need magpie in the same way that it doesn't need bolas, or that it doesn't need starlight, or that it doesn't need any unit other than glaive reaver ronin. Yet something is clearly lost if you take way everything except glaive reaver ronin - something is also gained, of course, but AUrankAdminGoogleFrog has decided that what's gained is not worth what's lost.

Not to say there isn't a point where adding more content would be bad - I would find a 13th factory a hard sell, for example. But I do feel that the current content additions and the current amount of testing is perfectly fine.
+5 / -0
13 hours ago
Personally I think I would play less and less ZK overtime if it would stay indefinitely the same.

I prefer to play mostly team games, to avoid the intensity and focus of 1v1 (too much clicking, too much map to cover). But in those games the main "balance" issue I have is with which player I play - especially if I get the same trolling set of players repeatedly in one evening.

To summarize, I am happy the game evolves (even with hiccups and re-balancing) and this makes me curious to play a bit more from time to time.

JPrankQrow: there are many people doing mods of ZK and around 10% of bot game hours in last 3 months seem to be with non baseline zero-k (reference http://zerok-local-analysis.s3-website.eu-west-3.amazonaws.com/release-2026-01-14-02/), which might be more than what people imagine. You could try to keep alive a "Golden Age Zero-K version" (whatever your definition of that is), advertise it and see if people would stick to it rather then the vanilla one.

On a meta level, I find it very interesting how hard is to agree on something as a group even for what could seem small details for some but not for others (other examples: rating systems, hosts sizes, moderation, etc.)
+5 / -0
quote:
In Zero-K, due to the nature of being balanced by (what are essentially) community members, we lack some of the professional QA and testing procedures and ability that other larger games may get to utilize before making large scale changes.


This statement alone stretches credibility as major games with professional designers have severe balance and game design issues (Starcraft 2 after 10 years of active development or several years of community patches is not an outstanding model of quality design compared to every other RTS game). The meta development in Starcraft 2 does not seem to justify the faith you put into hard data. Balancing by numbers is not a panacea when an extremely small number of players are capable of playing your game to its highest skill level and exhibit actual flaws in the game versus failures in the playerbase. Getting a matchup to 50/50 balance is achievable by following data but is no guarantee that the matchup actually has any depth (one side having a strong killing timing at a specific point versus the other side being favored at all other times is balanced but not a happy equilibrium, see ZvP).

I have my own opinions where I dislike aspects of Zero-K design (I'm allergic to Imp/Snitch gameplay in particular) but that's clearly a minority opinion and my changes would objectively make Zero-K a more boring game. Claiming that changes existing due to "poor or non-existent balancing standards" is claiming objectivity in a very subjective field. There are many good Zero-K possible games and we are not stuck on Leto's golden path where the game ecosystem will collapse with one small change. Games that are still played without updates thrive on mechanical impossibility that is not supported by newer games (Broodwar will never be played optimally, and Melee to a lesser extent) or nostalgia, neither of which applies to Zero-K.

Tl;dr: More changes, even if they break the game, we will rebuild.
+4 / -0

11 hours ago
I upvoted the original post for the sheer amount of time it must have taken. I didn't get to read it thoroughly yet.

I do think Lobster and Magpie have their problems, so it is worth bringing them up. I may see those problems in different areas than JPrankQrow though.
Anyway, gonna return when I have the right headspace for this.
+0 / -0

10 hours ago
I have so much that I want to say, but all I will say is I love that we are discussing this :D
What makes ZK truly great is that it's built by people who want to figure out the hard stuff.
+3 / -0

10 hours ago
quote:
The current Dante change originated in this mod, and while it did have some minor testing, beyond that there were a multitude of issues concerning its release


Actually, these changes to Dante were on the shelf for years already, I think what happened was GF saw that Stiofan had a somewhat similar thing in his mod, and that was what made GF finally implement his version.
+1 / -0


10 hours ago
Where were you when they nerfed Big Bertha for the lobpot?
CHrankDrDoom had just started perfecting his Big Bertha defensive play in 1v1 on Scaryland when it happened.
Where were you when they nerfed Concussion Shot commander?
We used to have jumping robot sniper duels but now all we got is measly Machine Gun range extension tactics.


First they came for Big Bertha and I did not speak out
because I was not a big artillery user.
Then they came for Shieldball and I did not speak out
because I was not a thug.
Then they came for the Lance but I did not speak out
because I was a Dagger spammer.
Then they came for me
And there was no one left
To speak out for me.

Join the cult:
https://zero-k.info/Forum/Post/194363#194363
+0 / -0


9 hours ago
On a more serious note, I think Lobster is one of the best inclusions in Zero-K.
It is thematic for Zero-K. It is a physics based unit, that also can act as artillery by turning Scallops and Buoys into artillery shells to extend their range to catch units like Fencers and Recluse.
It adds a lot to Zero-K in terms of tactics and flavour compared to other RTSes.

On the other side, I think Bulkhead is one of the worst inclusions in Zero-K. Not because it is overpowered or affected the metagame in a significant way, just because it is boring.
Before Bulkhead you had to think really hard how you should counter Fencers, if you should use Lobster to throw in your Scallops and Buoys, or if you get could get a Grizzly out in time. Now you can just spam Bulkhead.
Bulkhead was also introduced before Support commander Blueprint. Printing Bulkheads at the front with Support commander was also a huge buff to Bulkhead.
I'd still argue that this made amph more easily balanced against Fencer because without Bulkhead, it just so hard for amph to close the distance to Fencers on a decently wide frontline.

On a similar note, Magpie is just kinda boring to use or counter. It is a generalist that is kinda expensive to get going which can kill lone raiders, focus fire single targets or just attack move the frontline with minimal losses. Other bombers need to actually fly above their target which makes them susceptible to a lot more flex AA such as raiders and riots. Likho is expensive and can perform similarly to Magpie, but is hardcountered by fighters.
Magpie on the other hand is not easily scared off by fighters unless you have about a half of the cost of the Magpies in Swifts or Raptors.
In a balanced state, Magpie is just kinda boring to counter.
As Magpie user, you need to invest heavily into energy production and carefully choose your targets depending on the location of enemy AA and number of fighters.
In this Palladium battle, we lost just because no-one really wanted to counter the Magpies.
Multiplayer B2411674 10 on Nuclear_Winter_v1
We just hoped we could just push on and ignore the damage from the Magpies by making tanky units instead of fighters and AA.
That made, JPrankQrow do the most damage in the game and eventually, win the game for the enemy team.
+5 / -0
Here are also some big game changes that have to be considered successes considering how little people discuss their balance:

1. Factory plates
Now you can easily produce any unit you want as long as your teammates have that factory. It barely affects 1v1 but gives individual players much more freedom in teamgames without coordination like asking for units and stuff.

2. Commander diversification
Commanders used to be more similar but were given more diversification.
Strike commander got radar Jammer and more HP regeneration when leveling up.
Recon commander got... I forget. Speed? Before the change, Recon commander was the most unique anyway as it still had jump before that update.
Guardian commander got free drones and more drones and more HP when upgrading.
Support commander got more buildpower at higher levels but the biggest change of all:
Blueprint. Now you can make units directly at the frontline without having to make them at the factory and walk them all the way to the frontline.
It was a big buff to certain units like Bulkhead, Fencer, Scalpel and Sling but has not warped the game that much still.

Some times, big changes are not big at all.
+4 / -0
Lobster is a thematically fitting unit that I thought would break the game a lot and instead it does so just a little, so it's fine.


Stuff still gets overlooked. E.G. Raptor sucks. At this point I won't buy any holier than thou profound reasoning for it. It's just a screwup. There's trivial fixes to this : e.g. +100 flight altitude, +50% dps, remove combat slowdown, maybe compensate by slightly increasing cost or reducing speed or range).


(thread seems to be about magpie but title's general enough so other balance stuff fits)
+1 / -0